Beast of the Ninth Lantern
Large monstrosity, chaotic evil
A keeper alone in a failing tower will eventually consider taking the light inside himself, on the theory that a lantern that walks cannot go out. It works. What comes down the tower stairs afterward is long-limbed, extremely bright at the sternum, and no longer able to be in a dark room without screaming.
Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., climb 30 ft.
- STR
- 19 (+4)
- DEX
- 15 (+2)
- CON
- 17 (+3)
- INT
- 5 (-3)
- WIS
- 13 (+1)
- CHA
- 7 (-2)
Saving Throws Con +6, Wis +4
Skills Athletics +7, Perception +4
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 14
Languages understands Common but can only howl
Challenge 7
Traits
Carried Light. The beast sheds bright light in a 20-foot radius and dim light for 20 feet beyond. It cannot voluntarily extinguish this. While in an area of magical darkness it is frightened and must use its action to attempt to leave.
Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. The beast makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Fall From the Tower (Recharge 5–6). The beast leaps up to 30 feet and lands. Each creature within 10 feet of where it lands must make a DC 15 Strength saving throw, taking 22 (4d10) bludgeoning damage and being knocked prone on a failure, or half as much damage and not knocked prone on a success.





